here’s a close up of the leg armour
Tutorial exercise: (Calling all Noobs)
wow, thats great and nice mat, how did u make that? maybe a shot of ur deitor? and u seem to have made the same mistak as i, u made her shoes metal hehe ho is she gana bend her feet? 
Hey Freak, that material is just a standard metal_chrome.
I think the shoes are supposed to be like segmented metal pieces that kind of telescope in and out as her foot moves.
I hope you don’t mind a Lightwave user posting here, but I thought it was a great tutorial. I had to do a number of different things to get the same result, but it was great learning experience. I hope to texture it tomorrow.


Originally posted by Eye of Hawk
[B]Well u can go to “tools” menu and choose “display floater” and there in freeze panel choose “selected” or “unselected”, it depends on whether your object is selected or not.Another way: go to Display menu, it’s where create, modify and other menus, are and there also is this fuction freeze.
CU! [/B]
Thanx for the tip. But when I freeze image plane, it hide itself as well. Oh and I didn’t check “hide frozen” either. Why is that?
Oh yes, now i see the problem, hm… i think the only way is to put the image on the backgroung, the way it was described in the same tut. (Views>Viewport Background…).
But with freeze function it disappears as u’ve tried.
I used background image almost through all the tut. so i think it’s worth to try ;).
Hey guys! Need some help here.
I’ve been doing the belt that is in the last page of accessories and when i did loft, they say to make adjustions with vertex on the shape that i created, but it doesn’t work. And the shape in loft mode, doesn’t have vertex option…
The quote from the tut. - "To correct that, select the right-angled shape, and in vertex mode to apply a rotation in Selection Center mode. " (i don’t understand whta they mean)
Anybody help!
Thanks ix|reactor but i think they want smth esle, well it doesn’t matter, coz i collapsed loft (loft became editable mesh) and then i made some adjustions…
Finaly i got to texturing, i finished with the modeling part :)))), here it is:
God dang, thats nice, I only just finished the assembly of ear, head n’ body.
I just got max5 up and running, so I’m getting used to the new interface.
I also downloaded the Maya free learning sample from alias wavefront. It was so totaly different from max, but some graphical features I noticed in Maya 4.5 also existed in max5. I wonder who copied who ;]
Anyway this autumn I’m enrolling in a graphical art’s course/program at university. They’ll teach us Maya 4.5 unlimited, photoshop, a little max5, afterEffects, premiere etc, so that’ll be fun.
Traditional art classes included (naked women posing!!!) ;]
Jeez, I’ll have a hard time trying to get that boner down then, huh =]
Okay, here is one last test with my version of Joan. This really was a great tutorial even for a Lightwave guy. Although it does show a number of advantages that Max has with edges and edge weighting.

They call it crease parameters in the tutorial. I think it first shows up when doing the armor for the shoes. It is really just adding weight to the edges if I am understanding it correctly. In lightwave you can only add subpatch weighting to points. :annoyed:
hey clingfree, thats a great joan of ark. something that hits me is her feet look way to small, well way to small to have any footwear on. her feet should be that big.
Thanks for the tip Darren. I will make the proper adjustment…I hope. It may partially be the angle of the shot.
Yes, but what does that imply? What does it mean to weight an edge? What does it do with it?
Dont hate me, Im just tryng to grasp it…
Eye of Hawk:
i think u should tweak her breast a little… it’s too small…
even that… awesome model!
congrats,
v.
ix, I think it is a great question. What edge weighting (crease parameters) will do for you is allow you to put a crease in the geometry without the need for a lot of extra polygons. In other words, let’s say you wanted to make a box with sharp corners but it is already subdivided…you can add creasing to make the corners sharp otherwise you would have to add a number of extra edges towards the edge of the box. I hope that makes sense. Bottom line is it really helps out with making sharp lines in subdivided (meshsmoothed) objects. I hope that doesn’t add to the confusion.
By the way, your model is looking really good Eye of Hawk. I can’t wait to see it textured.